US12290751B2 - Systems and methods for generating virtual maps in virtual games - Google Patents
Systems and methods for generating virtual maps in virtual games Download PDFInfo
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- US12290751B2 US12290751B2 US17/404,158 US202117404158A US12290751B2 US 12290751 B2 US12290751 B2 US 12290751B2 US 202117404158 A US202117404158 A US 202117404158A US 12290751 B2 US12290751 B2 US 12290751B2
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/65—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/216—Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/217—Input arrangements for video game devices characterised by their sensors, purposes or types using environment-related information, i.e. information generated otherwise than by the player, e.g. ambient temperature or humidity
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5378—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
Definitions
- Some embodiments of the present disclosure are directed to generating virtual maps in a virtual game. More particularly, certain embodiments of the present disclosure provide methods and systems for generating the virtual maps using real-world telematics data and real-world geolocation data. Merely by way of example, the present disclosure has been applied to presenting the virtual maps for virtual characters in the virtual game. But it would be recognized that the present disclosure has much broader range of applicability.
- Some embodiments of the present disclosure are directed to generating virtual maps in a virtual game. More particularly, certain embodiments of the present disclosure provide methods and systems for generating the virtual maps using real-world telematics data and real-world geolocation data. Merely by way of example, the present disclosure has been applied to presenting the virtual maps for virtual characters in the virtual game. But it would be recognized that the present disclosure has much broader range of applicability.
- a method for generating one or more virtual maps in one or more virtual games includes receiving first real-world telematics data and first real-world geolocation data associated with one or more prior first real-world vehicle trips made by a first real-world user. Also, the method includes determining one or more first real-world driving characteristics based at least in part upon the first real-world telematics data and determining one or more first real-world geolocation characteristics based at least in part upon the first real-world geolocation data. Additionally, the method includes generating a first virtual map based at least in part upon the one or more first real-world driving characteristics and the one or more first real-world geolocation characteristics, where the first virtual map is generated for a first virtual character associated with the first real-world user.
- the method then includes presenting the first virtual map in a virtual game. Further, the method includes receiving second real-world telematics data and second real-world geolocation data associated with one or more prior second real-world vehicle trips made by a second real-world user. Also, the method includes determining one or more second real-world driving characteristics based at least in part upon the second real-world telematics data and determining one or more second real-world geolocation characteristics based at least in part upon the second real-world geolocation data. Additionally, the method includes generating a second virtual map based at least in part upon the one or more second real-world driving characteristics and the one or more second real-world geolocation characteristics, where the second virtual map is generated for a second virtual character associated with the second real-world user.
- the method then includes presenting the second virtual map in the virtual game.
- the first virtual map and the second virtual map are generated to be different in response to the one or more first real-world driving characteristics, the one or more second real-world driving characteristics, the one or more first real-world geolocation characteristics, and the one or more second real-world geolocation characteristics.
- a computing device for generating one or more virtual maps in one or more virtual games includes one or more processors and a memory that stores instructions for execution by the one or more processors.
- the instructions when executed, cause the one or more processors to receive first real-world telematics data and first real-world geolocation data associated with one or more prior first real-world vehicle trips made by a first real-world user.
- the instructions when executed, cause the one or more processors to determine one or more first real-world driving characteristics based at least in part upon the first real-world telematics data and determine one or more first real-world geolocation characteristics based at least in part upon the first real-world geolocation data.
- the instructions when executed, cause the one or more processors to generate a first virtual map based at least in part upon the one or more first real-world driving characteristics and the one or more first real-world geolocation characteristics, where the first virtual map is generated for a first virtual character associated with the first real-world user.
- the instructions when executed, then cause the one or more processors to present the first virtual map in a virtual game.
- the instructions when executed, cause the one or more processors to receive second real-world telematics data and second real-world geolocation data associated with one or more prior second real-world vehicle trips made by a second real-world user.
- the instructions when executed, cause the one or more processors to determine one or more second real-world driving characteristics based at least in part upon the second real-world telematics data and determine one or more second real-world geolocation characteristics based at least in part upon the second real-world geolocation data. Additionally, the instructions, when executed, cause the one or more processors to generate a second virtual map based at least in part upon the one or more second real-world driving characteristics and the one or more second real-world geolocation characteristics, where the second virtual map is generated for a second virtual character associated with the second real-world user. The instructions, when executed, then cause the one or more processors to present the second virtual map in the virtual game.
- the first virtual map and the second virtual map are generated to be different in response to the one or more first real-world driving characteristics, the one or more second real-world driving characteristics, the one or more first real-world geolocation characteristics, and the one or more second real-world geolocation characteristics.
- a non-transitory computer-readable medium stores instructions for generating one or more virtual map in one or more virtual games.
- the instructions are executed by one or more processors of a computing device.
- the non-transitory computer-readable medium includes instructions to receive first real-world telematics data and first real-world geolocation data associated with one or more prior first real-world vehicle trips made by a first real-world user.
- the non-transitory computer-readable medium includes instructions to determine one or more first real-world driving characteristics based at least in part upon the first real-world telematics data and determine one or more first real-world geolocation characteristics based at least in part upon the first real-world geolocation data.
- the non-transitory computer-readable medium includes instructions to generate a first virtual map based at least in part upon the one or more first real-world driving characteristics and the one or more first real-world geolocation characteristics, where the first virtual map is generated for a first virtual character associated with the first real-world user.
- the non-transitory computer-readable medium then includes instructions to present the first virtual map in a virtual game.
- the non-transitory computer-readable medium includes instructions to receive second real-world telematics data and second real-world geolocation data associated with one or more prior second real-world vehicle trips made by a second real-world user.
- non-transitory computer-readable medium includes instructions to determine one or more second real-world driving characteristics based at least in part upon the second real-world telematics data and determine one or more second real-world geolocation characteristics based at least in part upon the second real-world geolocation data.
- FIG. 1 A and FIG. 1 B show a simplified method for generating virtual maps in virtual games according to certain embodiments of the present disclosure.
- FIG. 2 A and FIG. 2 B show a simplified method for generating virtual maps in virtual games according to some embodiments of the present disclosure.
- FIG. 3 shows a simplified diagram illustrating a virtual map according to certain embodiments of the present disclosure.
- FIG. 4 shows a simplified diagram illustrating a virtual map according to some embodiments of the present disclosure.
- FIG. 5 shows a simplified computing device for generating virtual maps in virtual games according to certain embodiments of the present disclosure.
- FIG. 6 shows a simplified system for generating virtual maps in virtual games according to certain embodiments of the present disclosure.
- Some embodiments of the present disclosure are directed to generating virtual maps in a virtual game. More particularly, certain embodiments of the present disclosure provide methods and systems for generating the virtual maps using real-world telematics data and real-world geolocation data. Merely by way of example, the present disclosure has been applied to presenting the virtual maps for virtual characters in the virtual game. But it would be recognized that the present disclosure has much broader range of applicability.
- FIG. 1 A and FIG. 1 B show a simplified method for generating virtual maps in virtual games according to certain embodiments of the present disclosure.
- the figures are merely examples, which should not unduly limit the scope of the claims.
- One of ordinary skill in the art would recognize many variations, alternatives, and modifications.
- the method 100 includes process 110 for receiving first real-world data from a first real-world user, process 115 for determining first real-world driving characteristics, process 120 for determining first real-world geolocation characteristics, process 125 for generating a first virtual map, process 130 for presenting the first virtual map, process 135 for receiving second real-world data from a second real-world user, process 140 for determining second real-world driving characteristics, process 145 for determining second real-world geolocation characteristics, process 150 for generating a second virtual map, and process 155 for presenting the second virtual map.
- sequence of processes may be interchanged with others replaced.
- some or all processes of the method are performed by a computing device or a processor directed by instructions stored in memory.
- some or all processes of the method are performed according to instructions stored in a non-transitory computer-readable medium.
- first real-world telematics data and first real-world geolocation data associated with one or more prior first real-world vehicle trips made by the first real-world user are received according to some embodiments.
- the first real-world user is a real-world driver of a first real-world vehicle.
- the one or more prior first real-world vehicle trips correspond to actual vehicle trips that the first real-world user has made in the past.
- the one or more prior first real-world vehicle trips include actual vehicle trips made by the first real-world user for any personal and/or business reasons (e.g., commuting to work, grocery shopping, going to a bank, road trips, etc.).
- the first real-world telematics data and/or the first real-world geolocation data are collected from one or more sensors associated with the first real-world vehicle operated by the first real-world user.
- the one or more sensors include any type and number of accelerometers, gyroscopes, magnetometers, barometers, location sensors (e.g., GPS sensors), tilt sensors, yaw rate sensors, brake sensors, airbag deployment sensors, windshield wiper sensors, headlight sensors, steering angle sensors, gear position sensors, proximity detectors, throttle sensors, gas tank sensors, battery sensors, etc.
- the first real-world telematics data include data collected by any type and number of accelerometers, gyroscopes, magnetometers, barometers, location sensors, tilt sensors, yaw rate sensors, speedometers, brake sensors, airbag sensors, windshield wiper sensors, headlight sensors, steering angle sensors, gear position sensors, proximity detectors, throttle sensors, gas tank sensors, battery sensors, etc.
- the one or more sensors are part of or located in the first real-world vehicle.
- the one or more sensors communicate and store sensor data in an electronic control module (ECM) or an engine control unit (ECU) of the first real-world vehicle.
- ECM electronice control module
- ECU engine control unit
- the one or more sensors are part of a computing device (e.g., a mobile device, a smart watch) that is connected to the first real-world vehicle.
- a computing device e.g., a mobile device, a smart watch
- the computing device is connected to the first real-world vehicle while the first real-world vehicle is in operation.
- the computing device is connected to the first real-world vehicle while the first real-world vehicle is stationary.
- the first real-world telematics data indicate the operational state of the first real-world vehicle, such as speed, acceleration, braking event, etc.
- the first real-world geolocation data indicate the physical locations of the first real-world vehicle.
- the first real-world geolocation data include real-time GPS coordinates of the first real-world vehicle as the first real-world vehicle is in operation.
- the first real-world geolocation data include a first plurality of stopping points for the first real-world vehicle such as a starting location, an ending location, and one or more intermediate waypoint locations.
- one or more first real-world driving characteristics are determined based at least in part upon the first real-world telematics data according to certain embodiments.
- the one or more first real-world driving characteristics indicate how the first real-world user drives, such as how frequently the first real-world user drives, type of maneuvers that the first real-world user makes while driving (e.g., hard cornering, hard braking, sudden acceleration, smooth acceleration, slowing before turning, etc.), types of dangerous driving events (e.g., eating while driving, falling asleep while driving, etc.), types of safe driving events (e.g., maintaining safe following distance, turning on headlights, observing traffic lights, yielding to pedestrians, etc.), etc.
- the one or more first real-world driving characteristics refer to one or more driving skills of the first real-world user.
- the one or more first real-world driving characteristics include a first braking characteristic, a first steering characteristic, and/or a first speeding characteristic.
- the first braking characteristic corresponds to the first real-world user's ability to decelerate the first real-world vehicle upon encountering braking obstacles (e.g., T-junctions, stop signs, pedestrian crossings, etc.).
- the first steering characteristic corresponds to the first real-world user's ability to steer the first real-world vehicle upon encountering steering obstacles (e.g., potholes, road kills, sharp turns, etc.).
- the first speeding characteristic corresponds to the first real-world user's ability to decelerate the first real-world vehicle upon encountering speeding obstacles (e.g., approaching a school zone, entering city limit, etc.).
- one or more first real-world geolocation characteristics are determined based at least in part upon the first real-world geolocation data according to certain embodiments.
- the one or more first real-world geolocation characteristics indicate the type of area associated with the physical locations of the first real-world vehicle.
- the first real-world vehicle may be traveling through a city, a suburb, a rural region, etc.
- the first virtual map is generated based at least in part upon the one or more first real-world driving characteristics and the one or more first real-world geolocation characteristics according to some embodiments.
- the first virtual map is generated for a first virtual character associated with the first real-world user.
- the first virtual map is a digital representation of the physical locations of the first real-world vehicle.
- the first virtual map includes landmarks that the first real-world user has visited while operating the first real-world vehicle. For example, the first virtual map may show virtual bridges corresponding to real-world bridges, virtual buildings corresponding to real-world buildings, virtual parks corresponding to real-world parks, etc.
- a first network of virtual roads are generated in the first virtual map based at least in part upon the one or more first real-world driving characteristics and the one or more first real-world geolocation characteristics.
- the one or more first real-world driving characteristics may include the first braking characteristic, the first steering characteristic, and/or the first speeding characteristic.
- the first braking characteristic may indicate that the first real-world user brakes frequently while driving.
- the first network of virtual roads would include numerous virtual road intersections that correspond to the frequency of first real-world user's braking.
- the first steering characteristic may indicate that the first real-world user makes sharp turns while driving.
- the first network of virtual roads would include virtual roads with a variety of curves/bends that correspond to the sharp turns made by the first real-world user.
- the first speeding characteristic may indicate that the first real-world user often decelerates upon entering certain zones (e.g., a school zone).
- the first network of virtual roads would include appropriately spaced virtual traffic lights that correspond to the number of times that the first real-world user decelerates.
- the one or more first real-world geolocation characteristics may indicate that the first real-world user is operating the first real-world vehicle in an urban setting.
- the first network of virtual roads would include various virtual city streets or highways that correspond to the urban setting.
- the first virtual map is presented in a virtual game according to certain embodiments.
- the first virtual map is presented in a remote display (e.g., in a mobile device of the first real-world user).
- the virtual game simulates a virtual driving environment in which the first virtual character operates a first virtual vehicle.
- the first virtual character exists in the virtual game as a playable character for the first real-world user to control.
- the first real-world user can direct the first virtual character to operate the first virtual vehicle in traversing the first network of virtual roads in the first virtual map.
- second real-world telematics data and second real-world geolocation data associated with one or more prior second real-world vehicle trips made by the second real-world user are received according to some embodiments.
- the second real-world user is a real-world driver of a second real-world vehicle.
- the one or more prior second real-world vehicle trips correspond to actual vehicle trips that the second real-world user has made in the past.
- the one or more prior second real-world vehicle trips include actual vehicle trips made by the second real-world user for any personal and/or business reasons.
- the second real-world telematics data and/or the second real-world geolocation data are collected from one or more sensors associated with the second real-world vehicle operated by the second real-world user.
- the one or more sensors include any type and number of accelerometers, gyroscopes, magnetometers, barometers, location sensors (e.g., GPS sensors), tilt sensors, yaw rate sensors, brake sensors, airbag deployment sensors, windshield wiper sensors, headlight sensors, steering angle sensors, gear position sensors, proximity detectors, throttle sensors, gas tank sensors, battery sensors, etc.
- the second real-world telematics data include data collected by any type and number of accelerometers, gyroscopes, magnetometers, barometers, location sensors, tilt sensors, yaw rate sensors, speedometers, brake sensors, airbag sensors, windshield wiper sensors, headlight sensors, steering angle sensors, gear position sensors, proximity detectors, throttle sensors, gas tank sensors, battery sensors, etc.
- the one or more sensors are part of or located in the second real-world vehicle.
- the one or more sensors communicate and store sensor data in an ECM or ECU of the second real-world vehicle.
- the one or more sensors are part of a computing device that is connected to the second real-world vehicle.
- the computing device is connected to the second real-world vehicle while the second real-world vehicle is in operation.
- the computing device is connected to the second real-world vehicle while the second real-world vehicle is stationary.
- the second real-world telematics data indicate the operational state of the second real-world vehicle.
- the second real-world geolocation data indicate the physical locations of the second real-world vehicle.
- the second real-world geolocation data include real-time GPS coordinates of the second real-world vehicle as the second real-world vehicle is in operation.
- the second real-world geolocation data include a second plurality of stopping points for the second real-world vehicle such as a starting location, an ending location, and one or more intermediate waypoint locations.
- one or more second real-world driving characteristics are determined based at least in part upon the second real-world telematics data according to certain embodiments.
- the one or more second real-world driving characteristics indicate how the second real-world user drives, such as how frequently the second real-world user drives, type of maneuvers that the second real-world user makes while driving, types of dangerous driving events, types of safe driving events, etc.
- the one or more second real-world driving characteristics refer to one or more driving skills of the second real-world user.
- the one or more second real-world driving characteristics include a second braking characteristic, a second steering characteristic, and/or a second speeding characteristic.
- the second braking characteristic corresponds to the second real-world user's ability to decelerate the second real-world vehicle upon encountering braking obstacles.
- the second steering characteristic corresponds to the second real-world user's ability to steer the second real-world vehicle upon encountering steering obstacles.
- the second speeding characteristic corresponds to the second real-world user's ability to decelerate the second real-world vehicle upon encountering speeding obstacles.
- one or more second real-world geolocation characteristics are determined based at least in part upon the second real-world geolocation data according to certain embodiments.
- the one or more second real-world geolocation characteristics indicate the type of area associated with the physical locations of the second real-world vehicle such as a city, a suburb, a village, etc.
- the second virtual map is generated based at least in part upon the one or more second real-world driving characteristics and the one or more second real-world geolocation characteristics according to some embodiments.
- the second virtual map is generated for a second virtual character associated with the second real-world user.
- the second virtual map is a digital representation of the physical locations of the second real-world vehicle.
- the second virtual map includes landmarks that the second real-world user has visited while operating the second real-world vehicle. For example, the second virtual map may show virtual tunnels corresponding to real-world tunnels, virtual stadiums corresponding to real-world stadiums, virtual museums corresponding to real-world museums, etc.
- a second network of virtual roads are generated in the second virtual map based at least in part upon the one or more second real-world driving characteristics and the one or more second real-world geolocation characteristics.
- the one or more second real-world driving characteristics may include the second braking characteristic, the second steering characteristic, and/or the second speeding characteristic.
- the second braking characteristic may indicate that the second real-world user brakes infrequently while driving.
- the second network of virtual roads would include very few virtual road intersections that correspond to the frequency of second real-world user's braking.
- the second steering characteristic may indicate that the second real-world user makes smooth turns while driving.
- the one or more second real-world geolocation characteristics may indicate that the second real-world user is operating the second real-world vehicle in a rural setting.
- the second network of virtual roads would include various virtual country roads that correspond to the rural setting.
- the first network of virtual roads in the first virtual map and the second network of virtual roads in the second virtual map are different due to differences between the one or more first real-world driving characteristics and the one or more second real-world driving characteristics, and/or differences between the one or more first real-world geolocation characteristics and the one or more second real-world geolocation characteristics.
- the second virtual map is presented in the virtual game according to certain embodiments.
- the second virtual map is presented in a remote display (e.g., in a mobile device of the second real-world user).
- the second virtual character operates a second virtual vehicle in the virtual game.
- the second virtual character exists in the virtual game as a playable character for the second real-world user to control.
- the second real-world user can direct the second virtual character to operate the second virtual vehicle in traversing the second network of virtual roads in the second virtual map.
- the first virtual map and the second virtual map are generated to be different in response to differences or similarities in the one or more first real-world driving characteristics and the one or more second real-world driving characteristics, and/or differences or similarities in the one or more first real-world geolocation characteristics and the one or more second real-world geolocation characteristics.
- the one or more first real-world driving characteristics and the one or more second real-world driving characteristics are different, and the one or more first real-world geolocation characteristics and the one or more second real-world geolocation characteristics are the same.
- the first virtual map and the second virtual map are generated to be different in response to the one or more first real-world driving characteristics and the one or more second real-world driving characteristics being different and the one or more first real-world geolocation characteristics and the one or more second real-world geolocation characteristics being the same.
- both the first network of virtual roads in the first virtual map and the second network of virtual roads in the second virtual map may show virtual city streets, but the first network of virtual roads may include more curves/bends than the second network of virtual roads.
- the one or more first real-world driving characteristics and the one or more second real-world driving characteristics are the same, and the one or more first real-world geolocation characteristics and the one or more second real-world geolocation characteristics are different.
- the first virtual map and the second virtual map are generated to be different in response to the one or more first real-world driving characteristics and the one or more second real-world driving characteristics being the same and the one or more first real-world geolocation characteristics and the one or more second real-world geolocation characteristics being different.
- the first network of virtual roads in the first virtual map may show virtual city streets and the second network of virtual roads in the second virtual map may show virtual country roads, but the first network of virtual roads may include the same number of intersections as the second network of virtual roads.
- the one or more first real-world driving characteristics and the one or more second real-world driving characteristics are different, and the one or more first real-world geolocation characteristics and the one or more second real-world geolocation characteristics are different.
- the first virtual map and the second virtual map are generated to be different in response to the one or more first real-world driving characteristics and the one or more second real-world driving characteristics being different and the one or more first real-world geolocation characteristics and the one or more second real-world geolocation characteristics being different.
- the first network of virtual roads in the first virtual map may show virtual city streets with numerous curves/bends
- the second network of virtual roads in the second virtual map may show virtual country roads with little or no curves/bends.
- the first virtual map is presented in the same virtual game as the second virtual map. In some embodiments, the first virtual map is presented in a different virtual game as the second virtual map. For example, the first virtual map is presented in a first virtual game played the first real-world user, while the second virtual map is presented in a second virtual game played by the second real-world user.
- the virtual game simulates a virtual role-playing environment in which each of the first and second virtual characters accomplishes a quest.
- virtual maps are presented in the virtual role-playing environment that depict virtual paths (e.g., virtual trails, virtual rivers, virtual mountain passes, etc.) based at least in part upon the one or more first real-world driving characteristics, the one or more first real-world geolocation characteristics, the one or more second real-world driving characteristics, and the one or more second real-world geolocation characteristics.
- the virtual game simulates a virtual battle environment in which each of the first and second virtual characters fights in a battle.
- virtual maps are presented in the virtual battle environment that depict virtual battlefields based at least in part upon the one or more first real-world driving characteristics, the one or more first real-world geolocation characteristics, the one or more second real-world driving characteristics, and the one or more second real-world geolocation characteristics.
- FIG. 2 A and FIG. 2 B show a simplified method for generating virtual maps in virtual games according to some embodiments of the present disclosure.
- the figures are merely examples, which should not unduly limit the scope of the claims.
- One of ordinary skill in the art would recognize many variations, alternatives, and modifications.
- the method 200 includes process 210 for receiving first real-world data from a first real-world user, process 215 for determining first real-world driving characteristics, process 220 for determining first real-world geolocation characteristics, process 225 for generating a first virtual map, process 230 for presenting the first virtual map, process 235 for generating first virtual environmental conditions, process 240 for applying the first virtual environmental conditions to the first virtual map, process 245 for receiving second real-world data from a second real-world user, process 250 for determining second real-world driving characteristics, process 255 for determining second real-world geolocation characteristics, process 260 for generating a second virtual map, process 265 for presenting the second virtual map, process 270 for generating second virtual environmental conditions, and process 275 for applying the second virtual environmental conditions to the second virtual map.
- first real-world telematics data, first real-world geolocation data, and first real-world environmental data associated with one or more prior first real-world vehicle trips made by the first real-world user are received according to some embodiments.
- the first real-world user is a real-world driver of a first real-world vehicle.
- the one or more prior first real-world vehicle trips correspond to actual vehicle trips that the first real-world user has made in the past.
- the one or more prior first real-world vehicle trips include actual vehicle trips made by the first real-world user for any personal and/or business reasons.
- the first real-world telematics data, the first real-world geolocation data, and/or the first real-world environmental data are collected from one or more sensors associated with the first real-world vehicle operated by the first real-world user.
- the one or more sensors include any type and number of accelerometers, gyroscopes, magnetometers, barometers, location sensors (e.g., GPS sensors), tilt sensors, yaw rate sensors, brake sensors, airbag deployment sensors, windshield wiper sensors, headlight sensors, steering angle sensors, gear position sensors, proximity detectors, throttle sensors, gas tank sensors, battery sensors, ambient light sensors, rain sensors, etc.
- the first real-world telematics data include data collected by any type and number of accelerometers, gyroscopes, magnetometers, barometers, location sensors, tilt sensors, yaw rate sensors, speedometers, brake sensors, airbag sensors, windshield wiper sensors, headlight sensors, steering angle sensors, gear position sensors, proximity detectors, throttle sensors, gas tank sensors, battery sensors, ambient light sensors, rain sensors, etc.
- the one or more sensors are part of or located in the first real-world vehicle.
- the one or more sensors communicate and store sensor data in an ECM or ECU of the first real-world vehicle.
- the one or more sensors are part of a computing device that is connected to the first real-world vehicle.
- the computing device is connected to the first real-world vehicle while the first real-world vehicle is in operation.
- the computing device is connected to the first real-world vehicle while the first real-world vehicle is stationary.
- the first real-world telematics data indicate the operational state of the first real-world vehicle, such as speed, acceleration, braking event, etc.
- the first real-world geolocation data indicate the physical locations of the first real-world vehicle.
- the first real-world geolocation data include real-time GPS coordinates of the first real-world vehicle as the first real-world vehicle is in operation.
- the first real-world environmental data indicate the external environmental conditions of the first real-world vehicle, such as weather conditions (e.g., fog, snowstorm, flood, etc.), traffic conditions (e.g., traffic congestions, detours, vehicle accidents, etc.), and/or road conditions (e.g., road grade, road closures, road constructions, etc.).
- weather conditions e.g., fog, snowstorm, flood, etc.
- traffic conditions e.g., traffic congestions, detours, vehicle accidents, etc.
- road conditions e.g., road grade, road closures, road constructions, etc.
- one or more first real-world driving characteristics are determined based at least in part upon the first real-world telematics data according to certain embodiments.
- the one or more first real-world driving characteristics indicate how the first real-world user drives, such as how frequently the first real-world user drives, type of maneuvers that the first real-world user makes while driving, types of dangerous driving events, types of safe driving events, etc.
- the one or more first real-world driving characteristics refer to one or more driving skills of the first real-world user.
- the one or more first real-world driving characteristics include a first braking characteristic, a first steering characteristic, and/or a first speeding characteristic.
- one or more first real-world geolocation characteristics are determined based at least in part upon the first real-world geolocation data according to certain embodiments.
- the one or more first real-world geolocation characteristics indicate the type of area associated with the physical locations of the first real-world vehicle (e.g., cityscape, countryside, etc.).
- the first virtual map is generated based at least in part upon the one or more first real-world driving characteristics and the one or more first real-world geolocation characteristics according to some embodiments. In certain embodiments, the first virtual map is generated for a first virtual character associated with the first real-world user.
- a first network of virtual roads are generated in the first virtual map based at least in part upon the one or more first real-world driving characteristics and the one or more first real-world geolocation characteristics.
- the one or more first real-world driving characteristics may include the first braking characteristic, the first steering characteristic, and/or the first speeding characteristic.
- the first braking characteristic may indicate that the first real-world user brakes frequently while driving.
- the first network of virtual roads would include numerous virtual road intersections that correspond to the frequency of first real-world user's braking.
- the one or more first real-world geolocation characteristics may indicate that the first real-world user is operating the first real-world vehicle in an urban area and the first network of virtual roads would include various virtual city streets.
- the first virtual map is presented in a virtual game according to certain embodiments.
- the first virtual map is presented in a remote display (e.g., in a mobile device of the first real-world user).
- the virtual game simulates a virtual driving environment in which the first virtual character operates a first virtual vehicle.
- the first virtual character exists in the virtual game as a playable character for the first real-world user to control.
- the first real-world user can direct the first virtual character to operate the first virtual vehicle in traversing the first network of virtual roads in the first virtual map.
- one or more first virtual environmental conditions are generated based at least in part upon the first real-world environmental data according to some embodiments.
- the one or more first virtual environmental conditions include a first virtual weather condition, a first virtual traffic condition, and/or a first virtual road condition.
- the one or more first real-world environmental data may indicate a weather condition such as a snowstorm.
- the first virtual weather condition simulates a virtual snowstorm in the first virtual map.
- the one or more first real-world environmental data may indicate a traffic condition such as a traffic jam.
- the first virtual traffic condition simulates a virtual traffic jam in the first virtual map.
- the one or more first real-world environmental data may indicate a road condition such as a road construction.
- the first virtual road condition simulates a virtual road construction in the first virtual map.
- the one or more first virtual environmental conditions are applied to the first virtual map for the first virtual character to experience according to some embodiments.
- the first virtual weather condition simulates the virtual snowstorm.
- the first virtual character may experience the effects of the virtual snowstorm such as reduced visibility when operating the first virtual vehicle during the virtual snowstorm.
- the first virtual traffic condition simulates the virtual traffic jam.
- the first virtual character may experience the effects of the virtual traffic jam such as increased vehicular queuing when operating the first virtual vehicle at the time of the virtual traffic jam.
- the first virtual road condition simulates the virtual road construction.
- the first virtual character may experience the effects of the virtual road construction such as reduced speed when operating the first virtual vehicle around the virtual road construction.
- second real-world telematics data, second real-world geolocation data, and second real-world environmental data associated with one or more prior second real-world vehicle trips made by the second real-world user are received according to some embodiments.
- the second real-world user is a real-world driver of a second real-world vehicle.
- the one or more prior second real-world vehicle trips correspond to actual vehicle trips that the second real-world user has made in the past.
- the one or more prior second real-world vehicle trips include actual vehicle trips made by the second real-world user for any personal and/or business reasons.
- the second real-world telematics data, the second real-world geolocation data, and/or the second real-world environmental data are collected from one or more sensors associated with the second real-world vehicle operated by the second real-world user.
- the one or more sensors include any type and number of accelerometers, gyroscopes, magnetometers, barometers, location sensors (e.g., GPS sensors), tilt sensors, yaw rate sensors, brake sensors, airbag deployment sensors, windshield wiper sensors, headlight sensors, steering angle sensors, gear position sensors, proximity detectors, throttle sensors, gas tank sensors, battery sensors, ambient light sensors, rain sensors, etc.
- the second real-world telematics data include data collected by any type and number of accelerometers, gyroscopes, magnetometers, barometers, location sensors, tilt sensors, yaw rate sensors, speedometers, brake sensors, airbag sensors, windshield wiper sensors, headlight sensors, steering angle sensors, gear position sensors, proximity detectors, throttle sensors, gas tank sensors, battery sensors, ambient light sensors, rain sensors, etc.
- the one or more sensors are part of or located in the second real-world vehicle.
- the one or more sensors communicate and store sensor data in an ECM or ECU of the second real-world vehicle.
- the one or more sensors are part of a computing device that is connected to the second real-world vehicle.
- the computing device is connected to the second real-world vehicle while the second real-world vehicle is in operation.
- the computing device is connected to the second real-world vehicle while the second real-world vehicle is stationary.
- the second real-world telematics data indicate the operational state of the second real-world vehicle.
- the second real-world geolocation data indicate the physical locations of the second real-world vehicle.
- the second real-world geolocation data include real-time GPS coordinates of the second real-world vehicle as the second real-world vehicle is in operation.
- the second real-world environmental data indicate the external environmental conditions of the second real-world vehicle, such as weather conditions, traffic conditions, and/or road conditions.
- the second real-world environmental data (as well as the first real-world environment data) can be obtained from various databases that provide real-time information on weather, traffic, and/or road conditions.
- one or more second real-world driving characteristics are determined based at least in part upon the second real-world telematics data according to certain embodiments.
- the one or more second real-world driving characteristics indicate how the second real-world user drives, such as how frequently the second real-world user drives, type of maneuvers that the second real-world user makes while driving, types of dangerous driving events, types of safe driving events, etc.
- the one or more second real-world driving characteristics refer to one or more driving skills of the second real-world user.
- the one or more second real-world driving characteristics include a second braking characteristic, a second steering characteristic, and/or a second speeding characteristic.
- one or more second real-world geolocation characteristics are determined based at least in part upon the second real-world geolocation data according to certain embodiments.
- the one or more second real-world geolocation characteristics indicate the type of area associated with the physical locations of the second real-world vehicle (e.g., urban, rural, etc.).
- the second virtual map is generated based at least in part upon the one or more second real-world driving characteristics and the one or more second real-world geolocation characteristics according to some embodiments. In certain embodiments, the second virtual map is generated for a second virtual character associated with the second real-world user.
- a second network of virtual roads are generated in the second virtual map based at least in part upon the one or more second real-world driving characteristics and the one or more second real-world geolocation characteristics.
- the one or more second real-world driving characteristics may include the second braking characteristic, the second steering characteristic, and/or the second speeding characteristic.
- the second steering characteristic may indicate that the second real-world user makes smooth turns while driving.
- the second network of virtual roads would include virtual roads with little or no curves/bends that correspond to the smooth turns made by the second real-world user.
- the one or more second real-world geolocation characteristics may indicate that the second real-world user is operating the second real-world vehicle in a rural area and the second network of virtual roads would include various virtual country roads.
- the second virtual map is presented in the virtual game according to certain embodiments.
- the second virtual map is presented in a remote display (e.g., in a mobile device of the second real-world user).
- the second virtual character operates a second virtual vehicle in the virtual game.
- the second virtual character exists in the virtual game as a playable character for the second real-world user to control.
- the second real-world user can direct the second virtual character to operate the second virtual vehicle in traversing the second network of virtual roads in the second virtual map.
- one or more second virtual environmental conditions are generated based at least in part upon the second real-world environmental data according to some embodiments.
- the one or more second virtual environmental conditions include a second virtual weather condition, a second virtual traffic condition, and/or a second virtual road condition.
- the one or more second real-world environmental data may indicate a weather condition such as a flood.
- the second virtual weather condition simulates a virtual flood in the second virtual map.
- the one or more second real-world environmental data may indicate a traffic condition such as a vehicle accident.
- the second virtual traffic condition simulates a virtual vehicle accident in the second virtual map.
- the one or more second real-world environmental data may indicate a road condition such as a road closure.
- the second virtual road condition simulates a virtual road closure in the second virtual map.
- the one or more second virtual environmental conditions are applied to the second virtual map for the second virtual character to experience according to some embodiments.
- the second virtual weather condition simulates the virtual flood.
- the second virtual character may experience the effects of the virtual flood such as reduced maneuverability when operating the second virtual vehicle during the virtual flood.
- the second virtual traffic condition simulates the virtual vehicle accident.
- the second virtual character may experience the effects of the virtual vehicle accident such as reduced speed when operating the second virtual vehicle at the time of the virtual vehicle accident.
- the second virtual road condition simulates the virtual road closure.
- the second virtual character may experience the effects of the virtual road closure such as increased trip times when operating the second virtual vehicle around the virtual road closure.
- the one or more first virtual environmental conditions and the one or more second environmental conditions are different due to differences between the first real-world environmental data and the second real-world environmental data.
- FIG. 1 A , FIG. 1 B , FIG. 2 A and FIG. 2 B are merely examples, which should not unduly limit the scope of the claims.
- data from video or photographic capturing devices are also received.
- the video or photographic capturing devices may be utilized to capture images internally or externally to the first real-world vehicle to determine the one or more first real-world driving characteristics and/or conditions surrounding the first real-world vehicle.
- data from video or photographic capturing devices are also received.
- the video or photographic capturing devices may be utilized to capture images internally or externally to the second real-world vehicle to determine the one or more second real-world driving characteristics and/or conditions surrounding the second real-world vehicle.
- FIG. 3 and FIG. 4 show simplified diagrams illustrating one or more virtual maps that are generated by the method 100 as shown in FIG. 1 A and FIG. 1 B , and/or the method 200 as shown in FIG. 2 A and FIG. 2 B according to certain embodiments of the present disclosure.
- the figures are merely examples, which should not unduly limit the scope of the claims.
- One of ordinary skill in the art would recognize many variations, alternatives, and modifications.
- FIG. 3 shows a virtual map 300 for the first real-world user.
- the virtual map 300 includes a network of virtual roads 302 in an urban setting (e.g., virtual city streets).
- the network of virtual roads 302 includes one or more road intersections 304 that correspond to a frequency of braking by the first real-world user while operating the first real-world vehicle.
- FIG. 4 shows a virtual map 400 for the second real-world user.
- the virtual map 400 includes a network of virtual roads 402 in a rural setting (e.g., virtual country roads).
- the network of virtual roads 402 includes one or more curves/bends 404 that correspond to sharp turns made by the second real-world user while operating the second real-world vehicle.
- FIG. 5 shows a simplified system for generating virtual maps in virtual games according to certain embodiments of the present disclosure.
- the system 500 includes a vehicle system 502 , a network 504 , and a server 506 .
- a vehicle system 502 includes a vehicle system 502 , a network 504 , and a server 506 .
- a server 506 a server 506 .
- the above has been shown using a selected group of components for the system, there can be many alternatives, modifications, and variations. For example, some of the components may be expanded and/or combined. Other components may be inserted to those noted above. Depending upon the embodiment, the arrangement of components may be interchanged with others replaced.
- the system 500 is used to implement the method 100 and/or the method 200 .
- the vehicle system 502 includes a vehicle 510 and a client device 512 associated with the vehicle 510 .
- the client device 512 is an on-board computer embedded or located in the vehicle 510 .
- the client device 512 is a mobile device (e.g., a smartphone) that is connected (e.g., via wired or wireless links) to the vehicle 510 .
- the client device 512 includes a processor 516 (e.g., a central processing unit (CPU), a graphics processing unit (GPU)), a memory 518 (e.g., random-access memory (RAM), read-only memory (ROM), flash memory), a communications unit 520 (e.g., a network transceiver), a display unit 522 (e.g., a touchscreen), and one or more sensors 524 (e.g., an accelerometer, a gyroscope, a magnetometer, a barometer, a GPS sensor).
- the client device 512 represents the on-board computer in the vehicle 510 and the mobile device connected to the vehicle 510 .
- the one or more sensors 524 may be in the vehicle 510 and in the mobile device connected to the vehicle 510 .
- the vehicle 510 is operated by a real-world user, such as the first real-world user and/or the second real-world user.
- a real-world user such as the first real-world user and/or the second real-world user.
- multiple vehicles 510 exist in the system 500 which are operated by respective users.
- the first real-world user operates the first real-world vehicle and the second real-world user operates the second real-world vehicle.
- the one or more sensors 524 monitor the vehicle 510 by collecting data associated with various operating parameters of the vehicle, such as speed, acceleration, braking, location, and other suitable parameters.
- the collected data include telematics data, geolocation data, and/or environmental data.
- the data are collected continuously, at predetermined time intervals, and/or based on a triggering event (e.g., when each sensor has acquired a threshold amount of sensor measurements).
- the collected data represent the first real-world telematics data, the first real-world geolocation data, the first real-world environmental data, the second real-world telematics data, the second real-world geolocation data, and/or the second real-world environmental data in the method 100 and/or the method 200 .
- the collected data are stored in the memory 518 before being transmitted to the server 506 using the communications unit 520 via the network 504 (e.g., via a local area network (LAN), a wide area network (WAN), the Internet).
- the collected data are transmitted directly to the server 506 via the network 504 .
- the collected data are transmitted to the server 506 without being stored in the memory 518 .
- the collected data are transmitted to the server 506 via a third party.
- a data monitoring system stores any and all data collected by the one or more sensors 524 and transmits those data to the server 506 via the network 504 or a different network.
- the server 506 includes a processor 530 (e.g., a microprocessor, a microcontroller), a memory 532 , a communications unit 534 (e.g., a network transceiver), and a data storage 536 (e.g., one or more databases).
- the server 506 is a single server, while in certain embodiments, the server 406 includes a plurality of servers with distributed processing.
- the data storage 536 is shown to be part of the server 506 .
- the data storage 536 is a separate entity coupled to the server 506 via a network such as the network 504 .
- the server 506 includes various software applications stored in the memory 532 and executable by the processor 530 .
- these software applications include specific programs, routines, or scripts for performing functions associated with the method 100 and/or the method 200 .
- the software applications include general-purpose software applications for data processing, network communication, database management, web server operation, and/or other functions typically performed by a server.
- the server 506 receives, via the network 504 , the data collected by the one or more sensors 524 using the communications unit 534 and stores the data in the data storage 536 .
- the server 506 then processes the data to perform one or more processes of the method 100 and/or one or more processes of the method 200 .
- any related information determined or generated by the method 100 and/or the method 200 are transmitted back to the client device 512 , via the network 504 , to be provided (e.g., displayed) to the user via the display unit 522 .
- one or more processes of the method 100 and/or one or more processes of the method 200 are performed by the client device 512 .
- the processor 516 of the client device 512 processes the data collected by the one or more sensors 524 to perform one or more processes of the method 100 and/or one or more processes of the method 200 .
- FIG. 6 shows a simplified computing device for generating virtual maps in virtual games according to certain embodiments of the present disclosure.
- the computing device 600 includes a processing unit 604 , a memory unit 606 , an input unit 608 , an output unit 610 , a communication unit 612 , and a storage unit 614 .
- the computing device 600 is configured to be in communication with a user 616 and/or a storage device 618 .
- the computing device 600 includes the client device 512 and/or the server 506 of FIG. 5 .
- the computing device 600 is configured to implement the method 100 of FIG. 1 A and/or FIG. 1 B , and/or the method 200 of FIG. 2 A and/or FIG. 2 B .
- the above has been shown using a selected group of components for the system, there can be many alternatives, modifications, and variations. For example, some of the components may be expanded and/or combined. Other components may be inserted to those noted above. Depending upon the embodiment, the arrangement of components may be interchanged with others replaced.
- the processing unit 604 is configured for executing instructions, such as instructions to implement the method 100 of FIG. 1 A and/or FIG. 1 B , and/or the method 200 of FIG. 2 A and/or FIG. 2 B .
- the executable instructions are stored in the memory unit 606 .
- the processing unit 604 includes one or more processing units (e.g., in a multi-core configuration).
- the processing unit 604 includes and/or is communicatively coupled to one or more modules for implementing the methods and systems described in the present disclosure.
- the processing unit 604 is configured to execute instructions within one or more operating systems.
- one or more instructions is executed during initialization.
- one or more operations is executed to perform one or more processes described herein.
- an operation may be general or specific to a particular programming language (e.g., C, C++, Java, or other suitable programming languages, etc.).
- the memory unit 606 includes a device allowing information, such as executable instructions and/or other data to be stored and retrieved.
- the memory unit 606 includes one or more computer readable media.
- the memory unit 606 includes computer readable instructions for providing a user interface, such as to the user 616 , via the output unit 610 .
- a user interface includes a web browser and/or a client application. For example, a web browser enables the user 616 to interact with media and/or other information embedded on a web page and/or a website.
- the memory unit 606 includes computer readable instructions for receiving and processing an input via the input unit 608 .
- the memory unit 606 includes RAM such as dynamic RAM (DRAM) or static RAM (SRAM), ROM, erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), and/or non-volatile RAM (NVRAM).
- RAM such as dynamic RAM (DRAM) or static RAM (SRAM)
- ROM read-only memory
- EPROM erasable programmable read-only memory
- EEPROM electrically erasable programmable read-only memory
- NVRAM non-volatile RAM
- the input unit 608 is configured to receive input (e.g., from the user 616 ).
- the input unit 608 includes a keyboard, a pointing device, a mouse, a stylus, a touch sensitive panel (e.g., a touch pad or touch screen), a gyroscope, an accelerometer, a position sensor (e.g., GPS sensor), and/or an audio input device.
- the input unit 608 is configured to function as both an input unit and an output unit.
- the output unit 610 includes a media output unit configured to present information to the user 616 .
- the output unit 610 includes any component capable of conveying information to the user 616 .
- the output unit 610 includes an output adapter such as a video adapter and/or an audio adapter.
- the output unit 610 is operatively coupled to the processing unit 604 and/or a visual display device to present information to the user 616 (e.g., a liquid crystal display (LCD), a light emitting diode (LED) display, an organic light emitting diode (OLED) display, a cathode ray tube (CRT) display, a projected display, etc.).
- the output unit 610 is operatively coupled to the processing unit 604 and/or an audio display device to present information to the user 616 (e.g., a speaker arrangement or headphones).
- the communication unit 612 is configured to be communicatively coupled to a remote device.
- the communication unit 612 includes a wired network adapter, a wireless network adapter, a wireless data transceiver for use with a mobile phone network (e.g., 3G, 4G, 5G, Bluetooth, near-field communication (NFC), etc.), and/or other mobile data networks.
- a mobile phone network e.g., 3G, 4G, 5G, Bluetooth, near-field communication (NFC), etc.
- NFC near-field communication
- the communication unit 612 is configured to provide email integration for communicating data between a server and one or more clients.
- the storage unit 614 is configured to enable communication between the computing device 600 and the storage device 618 .
- the storage unit 614 is a storage interface.
- the storage interface is any component capable of providing the processing unit 604 with access to the storage device 618 .
- the storage unit 614 includes an advanced technology attachment (ATA) adapter, a serial ATA (SATA) adapter, a small computer system interface (SCSI) adapter, a RAID controller, a SAN adapter, a network adapter, and/or any other component capable of providing the processing unit 604 with access to the storage device 618 .
- ATA advanced technology attachment
- SATA serial ATA
- SCSI small computer system interface
- RAID controller a SAN adapter
- SAN adapter a network adapter
- the storage device 618 includes any computer-operated hardware suitable for storing and/or retrieving data.
- the storage device 618 is integrated in the computing device 600 .
- the storage device 618 includes a database such as a local database or a cloud database.
- the storage device 618 includes one or more hard disk drives.
- the storage device 618 is external and is configured to be accessed by a plurality of server systems.
- the storage device 618 includes multiple storage units such as hard disks or solid state disks in a redundant array of inexpensive disks configuration.
- the storage device 618 includes a storage area network and/or a network attached storage system.
- a method for generating one or more virtual maps in one or more virtual games includes receiving first real-world telematics data and first real-world geolocation data associated with one or more prior first real-world vehicle trips made by a first real-world user. Also, the method includes determining one or more first real-world driving characteristics based at least in part upon the first real-world telematics data and determining one or more first real-world geolocation characteristics based at least in part upon the first real-world geolocation data. Additionally, the method includes generating a first virtual map based at least in part upon the one or more first real-world driving characteristics and the one or more first real-world geolocation characteristics, where the first virtual map is generated for a first virtual character associated with the first real-world user.
- the method then includes presenting the first virtual map in a virtual game. Further, the method includes receiving second real-world telematics data and second real-world geolocation data associated with one or more prior second real-world vehicle trips made by a second real-world user. Also, the method includes determining one or more second real-world driving characteristics based at least in part upon the second real-world telematics data and determining one or more second real-world geolocation characteristics based at least in part upon the second real-world geolocation data. Additionally, the method includes generating a second virtual map based at least in part upon the one or more second real-world driving characteristics and the one or more second real-world geolocation characteristics, where the second virtual map is generated for a second virtual character associated with the second real-world user.
- the method then includes presenting the second virtual map in the virtual game.
- the first virtual map and the second virtual map are generated to be different in response to the one or more first real-world driving characteristics, the one or more second real-world driving characteristics, the one or more first real-world geolocation characteristics, and the one or more second real-world geolocation characteristics.
- the method is implemented according to at least FIG. 1 A , FIG. 1 B , FIG. 2 A , and/or FIG. 2 B .
- a computing device for generating one or more virtual maps in one or more virtual games includes one or more processors and a memory that stores instructions for execution by the one or more processors.
- the instructions when executed, cause the one or more processors to receive first real-world telematics data and first real-world geolocation data associated with one or more prior first real-world vehicle trips made by a first real-world user.
- the instructions when executed, cause the one or more processors to determine one or more first real-world driving characteristics based at least in part upon the first real-world telematics data and determine one or more first real-world geolocation characteristics based at least in part upon the first real-world geolocation data.
- the instructions when executed, cause the one or more processors to generate a first virtual map based at least in part upon the one or more first real-world driving characteristics and the one or more first real-world geolocation characteristics, where the first virtual map is generated for a first virtual character associated with the first real-world user.
- the instructions when executed, then cause the one or more processors to present the first virtual map in a virtual game.
- the instructions when executed, cause the one or more processors to receive second real-world telematics data and second real-world geolocation data associated with one or more prior second real-world vehicle trips made by a second real-world user.
- the instructions when executed, cause the one or more processors to determine one or more second real-world driving characteristics based at least in part upon the second real-world telematics data and determine one or more second real-world geolocation characteristics based at least in part upon the second real-world geolocation data. Additionally, the instructions, when executed, cause the one or more processors to generate a second virtual map based at least in part upon the one or more second real-world driving characteristics and the one or more second real-world geolocation characteristics, where the second virtual map is generated for a second virtual character associated with the second real-world user. The instructions, when executed, then cause the one or more processors to present the second virtual map in the virtual game.
- the first virtual map and the second virtual map are generated to be different in response to the one or more first real-world driving characteristics, the one or more second real-world driving characteristics, the one or more first real-world geolocation characteristics, and the one or more second real-world geolocation characteristics.
- the computing device is implemented according to at least FIG. 5 and/or FIG. 6 .
- a non-transitory computer-readable medium stores instructions for generating one or more virtual map in one or more virtual games.
- the instructions are executed by one or more processors of a computing device.
- the non-transitory computer-readable medium includes instructions to receive first real-world telematics data and first real-world geolocation data associated with one or more prior first real-world vehicle trips made by a first real-world user.
- the non-transitory computer-readable medium includes instructions to determine one or more first real-world driving characteristics based at least in part upon the first real-world telematics data and determine one or more first real-world geolocation characteristics based at least in part upon the first real-world geolocation data.
- the non-transitory computer-readable medium includes instructions to generate a first virtual map based at least in part upon the one or more first real-world driving characteristics and the one or more first real-world geolocation characteristics, where the first virtual map is generated for a first virtual character associated with the first real-world user.
- the non-transitory computer-readable medium then includes instructions to present the first virtual map in a virtual game.
- the non-transitory computer-readable medium includes instructions to receive second real-world telematics data and second real-world geolocation data associated with one or more prior second real-world vehicle trips made by a second real-world user.
- the non-transitory computer-readable medium includes instructions to determine one or more second real-world driving characteristics based at least in part upon the second real-world telematics data and determine one or more second real-world geolocation characteristics based at least in part upon the second real-world geolocation data.
- the non-transitory computer-readable medium is implemented according to at least FIG. 1 A , FIG. 1 B , FIG. 2 A , FIG. 2 B , FIG. 5 , and/or FIG. 6 .
- a processor or a processing element may be trained using supervised machine learning and/or unsupervised machine learning, and the machine learning may employ an artificial neural network, which, for example, may be a convolutional neural network, a recurrent neural network, a deep learning neural network, a reinforcement learning module or program, or a combined learning module or program that learns in two or more fields or areas of interest.
- Machine learning may involve identifying and recognizing patterns in existing data in order to facilitate making predictions for subsequent data. Models may be created based upon example inputs in order to make valid and reliable predictions for novel inputs.
- machine learning programs may be trained by inputting sample data sets or certain data into the programs, such as images, object statistics and information, historical estimates, and/or actual repair costs.
- the machine learning programs may utilize deep learning algorithms that may be primarily focused on pattern recognition and may be trained after processing multiple examples.
- the machine learning programs may include Bayesian Program Learning (BPL), voice recognition and synthesis, image or object recognition, optical character recognition, and/or natural language processing.
- BPL Bayesian Program Learning
- voice recognition and synthesis image or object recognition
- optical character recognition and/or natural language processing
- the machine learning programs may also include natural language processing, semantic analysis, automatic reasoning, and/or other types of machine learning.
- supervised machine learning techniques and/or unsupervised machine learning techniques may be used.
- a processing element may be provided with example inputs and their associated outputs and may seek to discover a general rule that maps inputs to outputs, so that when subsequent novel inputs are provided the processing element may, based upon the discovered rule, accurately predict the correct output.
- unsupervised machine learning the processing element may need to find its own structure in unlabeled example inputs.
- some or all components of various embodiments of the present disclosure each are, individually and/or in combination with at least another component, implemented using one or more software components, one or more hardware components, and/or one or more combinations of software and hardware components.
- some or all components of various embodiments of the present disclosure each are, individually and/or in combination with at least another component, implemented in one or more circuits, such as one or more analog circuits and/or one or more digital circuits.
- the embodiments described above refer to particular features, the scope of the present disclosure also includes embodiments having different combinations of features and embodiments that do not include all of the described features.
- various embodiments and/or examples of the present disclosure can be combined.
- the methods and systems described herein may be implemented on many different types of processing devices by program code comprising program instructions that are executable by the device processing subsystem.
- the software program instructions may include source code, object code, machine code, or any other stored data that is operable to cause a processing system to perform the methods and operations described herein.
- Certain implementations may also be used, however, such as firmware or even appropriately designed hardware configured to perform the methods and systems described herein.
- the systems' and methods' data may be stored and implemented in one or more different types of computer-implemented data stores, such as different types of storage devices and programming constructs (e.g., RAM, ROM, EEPROM, Flash memory, flat files, databases, programming data structures, programming variables, IF-THEN (or similar type) statement constructs, application programming interface).
- storage devices and programming constructs e.g., RAM, ROM, EEPROM, Flash memory, flat files, databases, programming data structures, programming variables, IF-THEN (or similar type) statement constructs, application programming interface.
- data structures describe formats for use in organizing and storing data in databases, programs, memory, or other computer-readable media for use by a computer program.
- the systems and methods may be provided on many different types of computer-readable media including computer storage mechanisms (e.g., CD-ROM, diskette, RAM, flash memory, computer's hard drive, DVD) that contain instructions (e.g., software) for use in execution by a processor to perform the methods' operations and implement the systems described herein.
- computer storage mechanisms e.g., CD-ROM, diskette, RAM, flash memory, computer's hard drive, DVD
- instructions e.g., software
- the computer components, software modules, functions, data stores and data structures described herein may be connected directly or indirectly to each other in order to allow the flow of data needed for their operations.
- a module or processor includes a unit of code that performs a software operation, and can be implemented for example as a subroutine unit of code, or as a software function unit of code, or as an object (as in an object-oriented paradigm), or as an applet, or in a computer script language, or as another type of computer code.
- the software components and/or functionality may be located on a single computer or distributed across multiple computers depending upon the situation at hand.
- the computing system can include client devices and servers.
- a client device and server are generally remote from each other and typically interact through a communication network.
- the relationship of client device and server arises by virtue of computer programs running on the respective computers and having a client device-server relationship to each other.
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- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Environmental & Geological Engineering (AREA)
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Abstract
Description
-
- 1. U.S. patent application Ser. No. 17/404,139, titled “Systems and Methods for Generating Virtual Characters for a Virtual Game”;
- 2. U.S. patent application Ser. No. 17/404,144, titled “Systems and Methods for Generating Virtual Experiences for a Virtual Game”;
- 3. U.S. patent application Ser. No. 17/404,152, titled “Systems and Methods for Generating Virtual Encounters in Virtual Games”;
- 4. U.S. patent application Ser. No. 17/404,158, titled “Systems and Methods for Generating Virtual Maps in Virtual Games”;
- 5. U.S. patent application Ser. No. 17/404,164, titled “Systems and Methods for Generating Shared Virtual Maps in Virtual Games”; and
- 6. U.S. patent application Ser. No. 17/404,172, titled “Systems and Methods for Presenting Shared In-Game Objectives in Virtual Games”.
Claims (20)
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| US19/198,830 US20250262539A1 (en) | 2021-08-17 | 2025-05-05 | Systems and methods for generating virtual maps in virtual games |
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